Frost Maiden

Daughters of the frost giants, these ice-cold maidens stalk the frozen wastes, luring unwary warriors to their death on the chill bettlefields of the north.


Frost Maiden ✦ Level 16 Controller
Medium elemental humanoid ✦ XP 1,400


Initiative +13 Senses Perception +10
HP 154; Bloodied 77
AC 29; Fortitude 28, Reflex 30, Will 28
Speed 6, Icewalk

Traits
Icewalk
Frost Maidens move at normal speed on difficult or challenging terrain that is icy or snowy.

Standard Action Powers
Maddening Mock ✦ At-Will, Close Burst 10
Charm, Psychic
Hahahahahahaha!

Target: one creature
Attack: +20 vs. Will
Hit: 3d8 + 11 psychic damage.


Minor Action Powers

Alluring Lure ✦ At-Will, Range 10
Charm, Psychic
Come, warrior, catch me if you can!
Target: One Creature
Attack: +20 vs. Will
Hit: The Target is pulled 4 squares and dazed until the end of the Frost Maiden’s next turn.


Alignment neutral Languages Giant, Common Skills Intimidate +20, Thievery +18
Str 13 (+9)     Dex 21 (+13)  Wis 15 (+10)
Con 18 (+12) Int 10 (+8)      Cha 24 (+15)


Equipment: Gossamer garment.



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Inquisition Mage Hunter

Shan’n’nur Inquisitor Mage Hunter – Level 14 controller (leader)
Medium natural human XP 1,000


Initiative +8 Senses Perception +10
HP 140; Bloodied 70
AC 28; Fortitude 25, Reflex 26, Will 27
– also see witchwarden shield
Speed 6


Powers

Arcane Blast ✦ At-Will, Standard Action, Close Burst 3
arcane, force
A transparent wave of force batters you away from the Inquisitor.
Target: Enemies in burst
Attack: +16 vs. Fortitude
Hit: 1d10 + 6 force damage, and push the target 3 squares.

Cleansing Fire ✦ At-Will, Standard Action Range 10
arcane, radiant
“Defilers! May the holy flames cleanse your impurities!”
Attack: +18 vs. Reflex
Hit: 1d10 + 6 radiant damage. All Shan’n’nur within 5 squares of the target receive 4 temporary hit points and +1 to attacks until the end of the Inquisitor’s next turn.

Inquisition’s Chains ✦ Encounter (recharge 4-6), Standard Action, Range 10
arcane, force
Glowing chains of energy bind you with a grip stronger than iron.
Attack: +18 vs. Reflex
Hit: 3d10 + 6 force damage, and the target is Stunned (save ends).

Spell Fumble ✦ Encounter, Immediate Interrupt Action, Range 10
arcane, force
Magical counter-words cancel key elements of your arcane formula, ruining the spell.
Trigger: Someone uses a power with the “arcane” keyword.
Attack: +18 vs. Will
Hit: The triggering arcane power is expended but has no effects.

Cloak of Black ✦ Encounter, Standard Action, Burst 3 Range 5
arcane
With a gesture and a magic phrase the inquisitor creates a silent darkness shrouds the corridor.
Effect: The burst creates a zone of silent darkness that is difficult terrain and lasts until the end of the caster’s next turn. No sound or sight can percieve into or through the zone.
Sustain, Minor Action: the zone persists.


Alignment neutral Languages Common, Draconic, Abyssal
Skills Arcana +18, Insight +15
Str 12 (+8) Dex 13 (+8) Wis 17 (+10)
Con 20 (+12) Int 23 (+13) Cha 20 (+12)


Equipment: inquisitor’s black cloak and inquisitor’s mask, witchwarden shield, ritual dagger, wand, orb.


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Saurian Cleric ✦ Level 13 Controller

Medium natural humanoid (lizardfolk) ✦ XP 800

Initiative +7 Senses Perception +11
HP 125; Bloodied 62
AC 27; Fortitude 25, Reflex 23, Will 27
Speed 5

Powers
Mace ✦ At-Will, Standard Action, Melee
+18 vs. AC, 1d8 + 9 damage.

(un)Holy Smite ✦ At-Will, Standard Action, Close Blast 3, Radiant or Necrotic, Target: Each enemy in blast
The cleric brandishes his holy wymbol, speaks sacred words and energy from his god smites his enemies.
+17 vs. Will, Hit: 1d10+6 radiant or necrotic damage, and the target is weakened until the end of their next turn.

Dragon God’s Claw ✦ Encounter (recharge 5-6), Standard Action, Ranged 10, Force, Fire
In answer to the cleric’s prayer a ghostly claw of flame descends and pins the foe to the ground.
+17 vs. Reflex, 4d8+6 force and fire damage and the target is knocked prone, restrained and takes ongoing 5 fire damage (save ends).

Alignment neutral Languages Common
Skills Athletics +15, Religion +17

Str 19 (+10) Dex 12 (+7) Wis 22 (+12)
Con 13 (+7) Int 16 (+9) Cha 14 (+8)

Equipment: robes, scale mail, mace, holy symbol

These statistics can be used for either of the two high priests of the new temple to the gods in Veth’achuak’arux – the green valley of the Aurochs. The two priest revere Tiamat and Bahomet respectively and their Smite powers deal radiant or necrotic damage as befits their patrons.

Their creed includes the compatible commandments from those two gods and is primarilly focused on being mighty warriors. The priest of Tiamat tends to extole gaining wealth as a source of power and a benefit of power as well. The priest of Bahomet tends to focus on the importance of defending your family, clan or comrades in arms. Their teachings are very popular and well recieved by the mercanary companies that bivouac near the temple. The mercanaries tend to have a small shrine to these dragon gods on their ships and pray to them before battle. At the urging of the clerics these warriors have taken to calling themselves the Saurians to distinguish themselves from the rest of Aurochs who revere the royal shamans and their less martial spirits.


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